Advent (3.5e Prestige Class)

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The Advent. Psychic warriors who embark on spiritual crusades "cleansing" the universe of the impure or those unable to accept and join the Unity. They tend to be rash, impatient, and homicidal, basically the exact opposite of the Unity yet still being members of the Unity. Many believe, however, that due to their coughimpurecough nature they will be unable to ascend, and thus strive to be more kind, patient, and understanding like the rest of the Unity.

One may uptake the title of Advent for many reasons. Perhaps a young psion new in the Unity sees them as the best source of adventure or a faster pathway to power. Perhaps a member of the Unity was betrayed by someone close promising to join, and decided to get revenge. Or maybe one desires to be of the Advent just to protect his fellow psychics. Truly the reasons are limitless.

Most members of the Advent are Psychic Warriors or Psions, but Advent belonging to other psychic classes is not unheard of.

Abilities that involve hindering and damaging enemies are most useful for the Advent.

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the Advent.

Manifesting: At each level you gain power points per day, and every other level an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a Advent, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Powers Known: You begin play knowing 2 Advent powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

Crusader's Will (Ps): The Advent are spiritual crusaders who embark to many lands far and wide in search of those who would do harm to the Unity. Over hundreds of years they have fine tuned their gifts to empower themselves in short bursts of psychic energy. Once per day a first level Advent may raise his effective psionic level by one for 5 rounds. This means increase in power points for that duration, save DCs, effectiveness of powers, and so on. For 10 rounds after this effect the Advent is exhausted. This does not give the Advent new powers! On 3rd level and every 3rd level after, the Advent may use this ability once more per day.

Psychic Empowerment (Ps): As warriors of a psychic minority, the Advent need every edge they can get. After countless years of training and study, the Advent are now able to spend Power Points to augment their attacks. Each point spent may be invested in Attack 1 for 1 or Damage 1 for 2 and lasts 5 Rounds. Empowering is a swift action that requires a Concentration check DC 20 +power points being spent. Failure in this check results in the points lost and stunned for 1 round. An attempt to empower using points more then the Advents Intelligence modifier increases the DC by 10.

Allure of the Unity (Ps): Despite being spiritual crusaders, even the most experienced and skilled fighters will agree: sometimes its just easier if the bad guy likes you. As psychics, the Advent have developed the means to make others friendly for short periods of time. At the cost of 1 power point and a full round action, the Advent may force an intelligent target to make a will save or move up one step on the Attitude Chart. If the target succeeds by more then ten, he might go down one step instead. This ability may be used as much as the Advent likes, as long as he has the power points, however the target gets a +5 to his save the next time someone uses this ability on him. The effect wears off after an hour per step. Example: An Advent is heavily wounded and retreats into a cave so that he may heal himself in peace. He stops to find an Orc is also in the cave. Instead of running away or fighting, the Advent attempts to lure the Orc to the Unity. The Orc fails his save and is now Unfriendly. The Advent decides this isn't enough and so uses the ability 3 more times, though the Orc succeeds on the 3rd. For 1 hour the Orc is friendly, then for one hour he is indifferent, then for one hour he is unfriendly, and then finally he is back to hostile. Use the targets original attitude for normal attempts at persuasion. Oh, and what of that Orc? He helped the Advent heal his wounds and then aided him in fighting those that injured him.

Lasting Empowerment (Ps): By now, the Advent's psychic power plus the connection of the Unity have allowed him to further augment his attacks for longer periods of time. By 8th level when the Advent uses Psychic Empowerment, the effect lasts a whole minute.

One Mind, One Voice (Ps): Only the most determined, the most power hungry, the most Adventy (yes, Adventy. Its a word) have a chance at this awe inspiring power. Once per day, the Advent may sacrifice his total allotment of power points (every single one must be spent. If even a fraction of one power point is spent then this ability can not be used) to unleash a psychic blast in a 100 Feet radius. All subjects, except the Advent who triggered this power, in this radius are knocked off their feet (Balance check DC 25 to stay on feet) and must make a Will save. Those who fail, or who choose to purposely fail, are now under the complete control of the Advent who triggered the power. They all glow with a white light, their eyes glow white, and they all speak the same thing at the same time. The Advent can see and hear through all those under his control, and even levitates of the ground 2 or 3 feet. But he may not take any other actions whilst maintaining control over the others. Everyone in this effect combines power points into one pool and shares that, combines spell slots into one pool and shares that, if triggered with a mind effecting effect the Advent in control instead makes the will save, and share each others spell like, psi like, and super natural abilities. They all share spells and powers that can be cast by any one else in the whole, still taking into account arcane spell failure and such. If the Advent is attacked, he must make a Concentration check DC 30 +1 per person under his control or lose control over all of them. If one person under the effect dies, then the Advent must make a DC 20 +characters level concentration check to maintain control, taking the penalties from Unity's Sarrow despite success or failure. The Advent may not just drop someone under his control, he must hold them all as long as he can or drop them all. After 1 minute the unwilling subjects get a new save at +5 to break free, and this process continues until they are free or the Advent ends the effect. When the unwilling subjects are free from this effect, they will not remember anything after their last 8 hour rest for a short while.

Ascension: Ascension. The ultimate goal of the Unity. Few ever come close to this awesome power. One who ascends changes their type to Outsider with the Psionic subtype, become ethereal, can use the fly and veil spells on oneself at will, and gain Divine Rank 0 as well as other benefits from being a "god". To actually ascend one must have at least two others who also have the ability and everyone attempting to ascend must meet the following requirements:

Must be of neutral alignment

Must have a Wisdom Score of at least 40

Must have at least 20 HD

Must meditate for a number of days equal to age in years, at the end of each day you must succeed a Concentration check DC 50 for that day of meditation to count

Code of Conduct: The Advent must make an oath upon taking its first level in this class to always serve the Unity and to further its goals, even if that means giving your life. Disobeying a direct order from someone of a higher rank then you in the Unity or Advent is a serious offense, and may be punished by exile. Keeping secrets from the Unity is also considered bad. Finally, upon joining the Advent, you must give up all emotional ties (or at least keep them secret).

If an Advent leaves the Unity, violates his Code of Conduct, or take levels in any other class, he may no longer take additional levels in Advent. He still has access to the power points, powers, skills ranks, attack bonuses, hit dice, and save bonuses granted by this class, but loses access to everything else. If the Ex-Advent rejoins the Unity or repents for his violation of his Code, he may resume taking levels of this class.

How to role play an Advent: Pretend you're a Paladin for a moment, remove the stick from your ass and then shove up a tree, then tell yourself you aren't happy till you've either ascended or everyone has joined the Unity. Done? Great! You now know how to role play an Advent!

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->

DC

Result

11

<-not so common knowledge->.

16

<-rare information->.

21

<-very rare information->.

26

<-information so obscure that members of this class might not even know it->.

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